Brave Young Boys

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Or: Modern Warfare The RPG

This is a RPG system intended solely for simulating high adrenaline corridor shooters like Modern Warfare. Included are Perks, Killstreaks, and all that other modern warfareness.


Stats

You have three stats. These stats are Combat, Power, and Appeal. A default character may distribute 15 points between these three stats, with the caveat that no stats may be the same value. Stats may not be lower than 3 or higher than 9. Stats determine the default dice pool a character has.

Combat: How good you are at blowing things up. It's a catch all for kicking people's ass. Combat affects both attack and damage rolls-high combat means you get those all-important headshots instead of spraying guys in the foot.

Power: Your ability to achieve feats of physical or mental prowess. Want to hack a nuclear missile sub? Want to survive grievous wounds? Power is your stat. Power influences your toughness and your Morale. The physically adept and mentally tough can act without breaking much more easily.

Appeal: Your fan appeal. This can come from areas such as "being a badass", "sexual fanservice", "epic special forces beard", or other categories. Appeal reduces the chance you'll end up dead.

Perks

Perks are miscellaneous pseudo-magical vaguely charmlike things that make life more awesome for you. The more you have, the deadlier you are. Perks are the way you actually define your character.

Perks have their own levels. Some may have levels from 1-5, some only 1 level, some 2. The ones with only 2 levels will be referred to as "Perk (Pro)", while ones with numerical values greater than 1 will have "Perk Lv. 1-(X)", where X is the number of levels it has.

Examples

Stopping Power Lv. 1-5
Because everyone hates this perk, it had to show up. You gain +1 to the damage multiplier for all weapons per level.

Sleight of Hand (Pro)
You are a maestro with your hands. The first level of this perk allows a character to reload their weapon without the use of an action once in a round. The second level allows you to reload or switch weapons without using actions twice in a round.

Fast Mover (Pro)
You move extremely fast, above and beyond what most people can. The first level of this allows you to make 1 free move action after your normal AP are expended. The second level allows you to move in or out of cover without expending an action once a round.

Calm Under Fire (Pro)
You're calm under fire. The first level means you use the Tactical break condition rather than the Evasive or Berserk ones, while the second level means you never break.

Killstreaks

Killstreaks are cool things that change the battlefield. These can be actual outside support, magical powers, kung fu deathblows, or whatever.

Turn Structure

1. Initiative
2. Actions
3. Repeat

Actions

Each character has a certain number of actions. Default characters start with 3 actions, but this can go up. Action points go down by 1 per turn normally until you end up back at 3 actions a turn.

Each of these events give 1 AP the first time they happen in a combat. These do stack. Encountering a named enemy is worth +2 AP, for example.

Encountering any number of enemies
Encountering a named enemy character
Seeing an ally get shot at
Seeing an ally get hit

Each of these events gives 1 AP every time they happen. These also stack.

Getting shot at
Getting hit
Getting wounded
Seeing an ally get killed
Eliminating an enemy

Characters break if they have more AP than their Power (or 5, whichever is greater). A broken character acts in one of three ways. Note that without a perk, a character cannot choose "Tactical".

Berserk: The character goes berserk, taking a frenzy of action to kill every foe in the room as quickly as possible. Berserk characters may only take actions that involve attacking the enemy or making it possible to attack an enemy (so reloading, or kicking down a door).

Cowardice: The character, fearing for his or her life, finds the best cover possible, running away from any close enemies, until the

Tactical: The character takes stock of the situation and attempts to preserve his life in an orderly fashion. He will eliminate any immediate threats (i.e. people who have targeted him recently) then stay in cover taking aimed shots until he is no longer broken.

AP can be used for various things, each of these taking 1 action:

Attacking
Starting to, or ending aiming
Moving a range bracket
Reloading or switching a weapon
Taking or moving out of cover
Using an environmental object (a door, etc)

Note that multiple actions are taken sequentially in initiative order, not simultaneously. I.e. the first actions are taken, the second are then taken, the third are taken later, etc.

Aiming

A character when aiming uses the superior aimed accuracy of his weapons, but is much slower to move and cannot take move actions until he stops aiming. Certain weapons, such as pistols, may have the Lightweight trait, which allows them to move at reduced speed while aimed. Otherwise, a character may only move in and out of cover.

Cover

Characters may take cover to gain additional defense bonuses (from +1-3, their choice), at the cost of penalizing their own attacks equally and preventing movement outside of moving out of cover (without the right perk). A character in cover and aimed will take two actions to move out of cover and stop aiming before he (or she) can start moving normally again.

Gear

Guns

All characters have up to two guns. Only one of these may be a long arm or heavy weapon, unless they have the Overkill perk. Weapons attacks are one roll (Combat + Accuracy - Enemy Armor). Each net success on the roll deals [X] damage, where [X] is the damage multiplier of the weapon.

Guns have an (artificially short) maximum range, and two accuracy values: One aimed, one unaimed.

Armor

All characters have some level of protection from character shields, and have an armor rating of (Appeal). This can be further bolstered with additional armor.

Knives

Characters in close combat may make a melee attack instead. Knives are much deadlier than guns (Modern Warfare!).

Health

Each time a character takes damage equal to their Power, they are

Characters have a default health track of: OK, Bruised, Wounded, Dead.

Enemies

Enemies come in three types:

1. Named foes.

2. Elite Mooks: They might still go down in one hit, but they at least have body armor and saving throws. Elite mooks

3. Mooks: They're really bad.